/turf var/dynamic_lighting = TRUE luminosity = 1 var/tmp/lighting_corners_initialised = FALSE var/tmp/list/datum/light_source/affecting_lights // List of light sources affecting this turf. var/tmp/atom/movable/lighting_overlay/lighting_overlay // Our lighting overlay. var/tmp/list/datum/lighting_corner/corners var/tmp/has_opaque_atom = FALSE // Not to be confused with opacity, this will be TRUE if there's any opaque atom on the tile. /turf/New() . = ..() if (opacity) has_opaque_atom = TRUE // Causes any affecting light sources to be queued for a visibility update, for example a door got opened. /turf/proc/reconsider_lights() L_PROF(src, "turf_reconsider") for (var/datum/light_source/L in affecting_lights) L.vis_update() /turf/proc/lighting_clear_overlay() if (lighting_overlay) returnToPool(lighting_overlay) L_PROF(src, "turf_clear_overlay") for (var/datum/lighting_corner/C in corners) C.update_active() // Builds a lighting overlay for us, but only if our area is dynamic. /turf/proc/lighting_build_overlay() if (lighting_overlay) return L_PROF(src, "turf_build_overlay") var/area/A = loc if (A.dynamic_lighting && dynamic_lighting) if (!lighting_corners_initialised) generate_missing_corners() getFromPool(/atom/movable/lighting_overlay, src) for (var/datum/lighting_corner/C in corners) if (!C.active) // We would activate the corner, calculate the lighting for it. for (var/L in C.affecting) var/datum/light_source/S = L S.recalc_corner(C, TRUE) C.active = TRUE #define SCALE(targ,min,max) (targ - min) / (max - min) // Used to get a scaled lumcount. /turf/proc/get_lumcount(var/minlum = 0, var/maxlum = 1) if (!lighting_overlay) return 0.5 var/totallums = 0 for (var/datum/lighting_corner/L in corners) totallums += L.lum_r + L.lum_b + L.lum_g totallums /= 12 // 4 corners, each with 3 channels, get the average. totallums = SCALE(totallums, minlum, maxlum) return CLAMP01(totallums) // Gets the current UV illumination of the turf. Always 100% for space & other static-lit tiles. /turf/proc/get_uv_lumcount(var/minlum = 0, var/maxlum = 1) if (!lighting_overlay) return 1 L_PROF(src, "turf_get_uv") var/totallums = 0 for (var/datum/lighting_corner/L in corners) totallums += L.lum_u totallums /= 4 // average of four corners. totallums = SCALE(totallums, minlum, maxlum) return CLAMP01(totallums) #undef SCALE // Can't think of a good name, this proc will recalculate the has_opaque_atom variable. /turf/proc/recalc_atom_opacity() has_opaque_atom = FALSE for (var/atom/A in src.contents + src) // Loop through every movable atom on our tile PLUS ourselves (we matter too...) if (A.opacity) has_opaque_atom = TRUE return // No need to continue if we find something opaque. // If an opaque movable atom moves around we need to potentially update visibility. /turf/Entered(var/atom/movable/Obj, var/atom/OldLoc) . = ..() if (Obj && Obj.opacity) has_opaque_atom = TRUE // Make sure to do this before reconsider_lights(), incase we're on instant updates. Guaranteed to be on in this case. reconsider_lights() /turf/Exited(var/atom/movable/Obj, var/atom/newloc) . = ..() if (Obj && Obj.opacity) recalc_atom_opacity() // Make sure to do this before reconsider_lights(), incase we're on instant updates. reconsider_lights() /turf/change_area(var/area/old_area, var/area/new_area) if (new_area.dynamic_lighting != old_area.dynamic_lighting) if (new_area.dynamic_lighting) lighting_build_overlay() else lighting_clear_overlay() /turf/proc/get_corners() if (has_opaque_atom) return null // Since this proc gets used in a for loop, null won't be looped though. return corners /turf/proc/generate_missing_corners() lighting_corners_initialised = TRUE if (!corners) corners = list(null, null, null, null) for (var/i = 1 to 4) if (corners[i]) // Already have a corner on this direction. continue corners[i] = new/datum/lighting_corner(src, LIGHTING_CORNER_DIAGONAL[i])